Forums » Suggestions

Jump disrupter

Jan 05, 2015 Death Fluffy link
This weapon would be a small port weapon that changes a targeted ships jump trajectory to the jump point selected by the pursuer.

Weight 500 kg
Works like asteroid scanners in that you do not fire an energy or projectile at the enemy, but must be within 150 m and 100 energy in order to use. However, it should not work automatically, but require a trigger pull to activate. It would work all the way up to the point where the player jumping away leaves the sector and provide only a very slight indication to the affected pilot that something has happened-such as a very light blue flash across the screen. Works through shields.

This weapon should be acquired based on an achievement like 1000 player kills.

Players could use this to redirect targeted ships into known ion storms or asteroid sectors. Does not work at wormhole jumps.

Higher level versions would extend the useful range.

Edit: This weapon would only plot to the next immediately plotted sector. Plots beyond a wormhole would cause the device to fail. However plots to a wormhole would still be successful
Jan 05, 2015 joylessjoker link
This is a pirate's wet dream. How funny would it be to go to capital systems, redirect confused noobs into unmonitored space, and then kill them right there? Zero standing penalty. Awesome.
Jan 05, 2015 Death Fluffy link
Noted and an edit added to address this.
Jan 05, 2015 csgno1 link
Sounds a bit over-powered to me.
Jan 05, 2015 joylessjoker link
Yes, you're still not getting it. There are unmonitored sectors inside capital systems.

The only reasonable fix that I can see is to make this weapon only work in grayspace.
Jan 05, 2015 Death Fluffy link
Oh I get it. I just quit caring about new players when I came to understand that harassing them in this game is intended by design.
Jan 05, 2015 joylessjoker link
Uh oh - Captain Fluffy's true colors are revealed. He's commonly known as a carebear, but hidden beneath is a nasty monster. Wait, why is he gnawing on my arm? OW! HELP!!!!!
Jan 05, 2015 Death Fluffy link
lol sorry, I'm feeling a little snarky today, but yeah, I'm not a pure blood carebear. I have no problem seeing a new player get killed outside of their home nation space. I do have a bad attitude towards GS and will maintain it until new UIT players have the same security within their home borders as Serco and Itani players.

In all seriousness though, there is also a potential flip side to this suggestion which is an 'inhibitor'. Ships below say the class of centaur and warthog that are MKII or less (I honestly am not sure what the requirements are anymore but hopefully you get the idea) could come with the inhibitor as a standard feature. Advanced ships would require the use of a port to install the inhibitor which would then always be 'on'. XC's might potentially have one installed by default.
Jan 06, 2015 Pizzasgood link
The backstory has a rich history of bullying the UIT. More seriously, danger is an inherent part of not sacrificing your liberty for the sake of security. The nation descriptions need to be updated to explain that while UIT have fewer initial enemies due to beginning neutral, their space is more dangerous. Currently, newbs don't know that and probably choose UIT under the mistaken assumption that it's safer/easier.
Jan 06, 2015 biretak link
Why not make it a jump gun? If you are within a couple hundred meters of your target and 3000m away from objects, it shoots an energy pulse that syncs with your jump mechanism to use your energy to jump both ships? You have to have jump energy and the shooters energy gets used up while the target doesn't use their energy which will give them an upper hand after the forced jump. If you miss the target with the jump guns synced energy pulse/jump activation, you still jump, losing the target.

-1 to any inhibitor
-1 to any gun that magically changes my jump destination

edited to add that it might be interesting to have this burn out the shooters jump mechanism so they cant escape if they bit off more than they could chew.
Jan 07, 2015 VikingRanger link
+1 to the jump gun. It could require full energy and not be usable through wormholes. Also make it large port and fairly heavy, at least 1000kg, and have a very short range. It would be rediculouse if it worked at more than 500m.
Jan 07, 2015 draugath link
I would prefer to see capital ships given some sort of interdiction capabilities that could pull a ship out of warp like an ion storm and that could also cause it to behave like a large object for the purposes of jumping.

http://www.vendetta-online.com/x/msgboard/3/28442